Professional Documents
Culture Documents
While others use magic to do paltry things like conjure Light armor
fire or fly, the Necromancer is a master over death itself. Armor:
Simple weapons
They study the deep and forbidden secrets that raise the Weapons:
None
dead, controlling minions toward a variety of goals. Tools:
Perhaps they seek the power that mastery over death Saving Throws: Constitution, Intelligence
provides. Perhaps they are serious and unashamed Skills: Choose two from Arcana, Deception, History,
scholars, who reject the small-minded boundaries held Intimidation, Medicine, Perception, and Religion
to by others. Each enemy they fell becomes an eager
and disposable ally, they become immune to the Equipment
You start with the following equipment, in addition to
energies of death and decay, and ultimately harness the the equipment granted by your background:
immortality and power of undeath for themselves.
Creating a Necromancer (a) a chain sickle or (b) two daggers
A necromancer is a caster that is able to expel negative (a) leather armor or (b) padded armor
energies flowing through their veins. Necromancers are (a) a dungeoneer’s pack or (b) an explorer’s pack
similar to sorcerers, but are more adept with arcane focus
necromancy and, to some extent, enchantment spells.
They use their abilities to gain absolute control over
their enemies’ bodies, minds, and souls. Often the best
way to do this is by raising/summoning undead from
their fallen enemies; a skill at which they are
unparalleled. Necromancers are also effective with
diseases, poisons, and affecting opponents with fear,
fatigue, exhaustion, pain, life drain, or even gaining
mindless supporters through the use of enchantment
magic to charm and dominate.
A necromancer’s strengths are in bolstering undead,
summoning or raising undead minions (which they can
control up to a number of a large mob) and being able to
cast a vast repertoire of various necromancy spells.
They are strong spell casters but are not durable in
physical combat. A necromancer should primarily be
used for crowd control, able to curse the enemy while
animating different undead to occupy the enemy while
their teammates continue to sustain a mass of dead
bodies for you.
Quick Build
You can make a necromancer quickly by following these
suggestions. First, Intelligence should be your highest
ability score, followed by Constitution and Dexterity.
Second, choose the charlatan background.
Class Features
As a Necromancer, all the undeads you summon, in
combat, act right after your turn, and you gain the
following class features.
Hit Points
Hit Dice:1d6 per Necromancer level
6 + Constitution modifier
Hit Points at 1st Level:
1d6 (or 4) + Constitution
Hit Points at Higher Levels:
modifier per Necromancer level after 1st
The Necromancer
— Spell Slots Per Spell Level —
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Life Tap 2 2 2 — — — — — — — —
2nd +2 Necromancer Occult 2 3 3 — — — — — — — —
3rd +2 Soul Harvest 2 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 5 4 3 — — — — — — —
5th +3 Spontaneous Unburial 3 6 4 3 2 — — — — — —
6th +3 Occult feature 3 7 4 3 3 — — — — — —
7th +3 Animate Major Undead 3 8 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 9 4 3 3 2 — — — — —
9th +4 - 3 10 4 3 3 3 1 — — — —
10th +4 Occult feature 4 11 4 3 3 3 2 — — — —
11th +4 Animate Major Undead improvement 4 12 4 3 3 2 2 1 — — —
12th +4 Ability Score Improvement 4 12 4 3 3 2 2 1 — — —
13th +5 - 4 13 4 3 3 2 2 1 1 — —
14th +5 Occult feature, Ritualistic Unburial 4 13 4 3 3 3 2 1 1 — —
15th +5 Animate Major Undead improvement 4 14 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1 —
17th +6 - 4 15 4 3 3 3 2 1 1 1 1
18th +6 Macabre 4 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
20th +6 Séance 4 15 4 3 3 3 3 2 2 1 1